• Forget GTA V. BeamNG is going to be released in less than 24 hours!
    2,080 replies, posted
[QUOTE=halflife_123;41836936]Does anyone know if this supports the ability for car parts to rip as well as bend/deform? If not do we think they'll add it in an update in the future or is that a whole new level of complicated physics?[/QUOTE]They could be torn in rigs of rods but at the time it just stretched the mesh out over the gap in the skeleton and you'd have big ugly artifacts everywhere. Tearing the skeleton isn't an issue, resolving what to do with the model being driven by it is.
[QUOTE=Woovie;41836283]JBeam is literally just simple lists and dictionaries.[/QUOTE] Must just be me having a bad day then.
I'm also making a car. [t]http://i.imgur.com/RlifcFU.png[/t] I'm fairly noob-ish at 3D modeling, I create planes and edit the verticies' positions. People call me dumb for doing it that way but meh. I then just weld the planes together as I go. I find it easier this way. I'll put a facepunch logo on it when I'm done.
That the tutorial is very vague at points. [editline]14th August 2013[/editline] What exactly IS the poly limit for models in BeamNG exactly?
[QUOTE=Jamie1992GSC;41837314]What exactly IS the poly limit for models in BeamNG exactly?[/QUOTE] Not sure if there is a poly limit, but the cars in-game now have around 50k-65k polys for the entire car.
[QUOTE=Meepbob;41837664]Not sure if there is a poly limit, but the cars in-game now have around 50k-65k polys for the entire car.[/QUOTE] Hmm, well my highest is around 500k so I'll leave that one out. My average is usually about 100k and I can easily break that down. Now if only I could get the fuckers into the damn game.
Optimize them.
[QUOTE=kimr120;41837838]Optimize them.[/QUOTE] I tried importing basic body shell, 30K for it, should import fine, but nothing. I dunno. I won't bother with my models until a decent tutorial for importation is made/completed.
Someone should make a Toyota Hiace '88 -model just so I can show it to my dad then drive it to a wall at 300kmh. He still has his Toyota Hiace that's as old as me goddammit.
[QUOTE=Trumple;41824598]How useful would anyone find some kind of (not in game) GUI in which you can edit specific things about vehicles on the fly? e.g wheel friction, engine torque, anything important Is it worth me making? Or is it a bit redundant given that editing the jbeam files directly is (usually) obvious?[/QUOTE] Sweet, I got jbeam parsing completed! [IMG]https://dl.dropbox.com/u/10518681/Screenshots/2013-08-14_20-45-50.png[/IMG] Now I just need to make a GUI for editing the values, and a jbeam file creator to save the values back into the vehicle configs!
[QUOTE=Trumple;41838298]Sweet, I got jbeam parsing completed! [IMG]https://dl.dropbox.com/u/10518681/Screenshots/2013-08-14_20-45-50.png[/IMG] Now I just need to make a GUI for editing the values, and a jbeam file creator to save the values back into the vehicle configs![/QUOTE] thank fuck because manually making this shit sucks ass right now. [editline]14th August 2013[/editline] [QUOTE=Nadeox1;41824301]I wrote a short "How to start building your vehicle" tutorial for those who needs. [URL]http://www.beamng.com/threads/2728-Tutorial-Creating-your-own-vehicle?p=30986#post30986[/URL] (only DRIVE users) It's not much, but it could help. Also, remember that map I made with which some people could view only half of the model (Parking lot Derby RaceTrack)? It appears to be a bug with ATI Radeon cards, as gabester stated. I will try diving the mesh into smaller object and see if that helps.[/QUOTE] So I followed your tutorial, but my vehicle's mesh isn't ingame? Here's my .jbeam and .dae if anyone can explain why I can't see it ingame. Exported from 3DS Max 2012 [URL]https://dl.dropboxusercontent.com/u/4896091/wormmobile.DAE[/URL] [code]{"wormmobile": { "information":{ "authors":"Woovie", "name":"Worm Mobile", } "refNodes":[ ["ref:", "back:", "left:", "up:"] ["llo", "olo", "oll", "lll"] ], "nodes": [ ["id", "posX", "posY", "posZ"], {"nodeWeight":70}, {"group":"wormmobilenodes"}, {"frictionCoef":0.7}, {"nodeMaterial":"|NM_METAL"}, {"collision":true} {"selfCollision":false} ["llo", 1, 1, 0], ["olo", 0, 1, 0], ["oll", 0, 1, 1], ["ool", 0, 0, 1], ["lol", 1, 0, 1], ["loo", 1, 0, 0], ["lll", 1, 1, 1], ["ooo", 0, 0, 0], ], "beams": [ ["id1:", "id2:"], {"beamSpring":500000, "beamDamp":800}, {"beamDeform":75000, "beamStrength":"FLT_MAX"}, // bottom ["ooo", "loo"], ["loo", "llo"], ["llo", "olo"], ["olo", "ooo"], // top ["ool", "lol"], ["lol", "lll"], ["lll", "oll"], ["oll", "ool"], // z supports ["ool", "ooo"], ["lol", "loo"], ["lll", "llo"], ["oll", "olo"], // diagnols ["lll", "loo"], ["lol", "llo"], ["llo", "oll"], ["lll", "olo"], ["oll", "ooo"], ["ool", "olo"], ["ool", "loo"], ["ooo", "lol"], //bottom ["ooo", "llo"], ["olo", "loo"], //top ["lll", "ool"], ["oll", "lol"], ], "flexbodies": [ ["mesh", "[group]:"], ["fr_fender", ["wormmobilenodes"]] ], } }[/code]
I want to see this in the next Street Fighter's Bonus stage.
[QUOTE=Oicani Gonzales;41839785]why isn't gabester helping out with getting stuff ingame, anyway? it's weird to see that he posts around but when it comes to helping folks do what he does best he's not there[/QUOTE] He's probably busy working on his own content for future updates. Nadeox has been doing a decent enough job of the tutorials, though.
slowly but surely. [t]http://i.imgur.com/WK4aNdv.png[/t]
[QUOTE=Woovie;41840100]slowly but surely. [t]http://i.imgur.com/WK4aNdv.png[/t][/QUOTE] /penis joke
[QUOTE=Woovie;41840100]slowly but surely. [t]http://i.imgur.com/WK4aNdv.png[/t][/QUOTE] That looks like it might become a muscle car that I've forgotten the name of.
Dodge Charger?
[QUOTE=lintz;41840308]Dodge Charger?[/QUOTE] General Lee skin anyone?
I was thinking it might be a Charger at first but then I remembered a lot of other cars have similar grills.
The grill is based on the charger, but if you're expecting a charger you might be disappointed :P I am freely doing this all from ideas I have, not based on any specific car :)
@Woovie post check your torque3d.log, the lines when it tried to load the vehicle (paste the log here if you can't figure out). The jbeam seems correct to me, is the dae named the same as the folder? (the game would crash, but just make sure). Also a missed capital in the object name make difference, make sure you haven't missed any.
This is all I got. [code]39320.052706| === BeamNG - loading all .cs files in vehicle folder:vehicles/wormmobile/ 39320.053109| * loading materials script file: vehicles/common/materials.cs 39320.059081| === BeamNG - loading all .cs files in vehicle folder DONE 39320.060939|BEAMNG| INFO| creating new object in slot 0 ... 39320.061247|BEAMNG| WARN| Lua tried to read env variable: LUA_PATH 39320.061278|BEAMNG| WARN| Lua tried to read env variable: LUA_CPATH 39320.096769|BEAMNG| INFO| loading vehicle directory:vehicles/wormmobile/ 39320.097667|BEAMNG| INFO| * loading jbeam files: 39320.098096|BEAMNG| INFO| * vehicles/wormmobile//wormmobile.jbeam with 1 parts 39320.098127|BEAMNG| INFO| * assembling main vehicle: wormmobile 39320.098245|BEAMNG| INFO| - Preparing vehicle: main 39320.098286|BEAMNG| INFO| - 1 flexbodies 39320.098489|BEAMNG| INFO| - 24 beams 39320.098592|BEAMNG| INFO| - 8 nodes 39320.098642|BEAMNG| INFO| - 1 refNodes 39320.098670|BEAMNG| INFO| - Vehicle Preparation done. 39320.098843|BEAMNG| INFO| - Vehicle numbering done. 39320.098890|BEAMNG| INFO| - post processing ... 39320.098919|BEAMNG| INFO| - processed 0 of wheels(s) 39320.098944|BEAMNG| INFO| - processed 0 of monoHubWheels(s) 39320.098968|BEAMNG| INFO| - processed 0 of hubWheelsTSV(s) 39320.098993|BEAMNG| INFO| - processed 0 of hubWheelsTSI(s) 39320.099017|BEAMNG| INFO| - processed 0 of hubWheels(s) 39320.099062|BEAMNG| INFO| - processed 0 of rotators(s) 39320.099203|BEAMNG| INFO| - scaled 0 entries 39320.099231|BEAMNG| INFO| - post processing done. 39320.099253|BEAMNG| INFO| - Optimizing ... 39320.099286|BEAMNG| INFO| - Optimization done. 39320.099315|BEAMNG| INFO| ** pushing vehicle to physics: main 39320.099352|BEAMNG| INFO| - added 8 nodes 39320.099398|BEAMNG| INFO| - added 24 beams 39320.099424|BEAMNG| INFO| - added 0 wheels, 0 of them are propulsed 39320.099450|BEAMNG| INFO| creating new flexbody in slot 0 ... 39320.099905|BEAMNG| INFO| - added 1 flexMeshes 39320.100013|BEAMNG| INFO| vehicle loading took 3.3268090310387 ms 39320.100169|BEAMNG| INFO| Automatic transmission: switched to automatic 39320.100230|BEAMNG| ERR | electrics: got nil for function steering 39320.100255|BEAMNG| ERR | electrics: got nil for function wheelspeed 39320.100281|BEAMNG| ERR | electrics: got nil for function rpm 39320.110836|BEAMNG| INFO| - Preparing vehicle: main 39320.110901|BEAMNG| INFO| - 1 flexbodies 39320.111077|BEAMNG| INFO| - 24 beams 39320.111211|BEAMNG| INFO| - 8 nodes 39320.111250|BEAMNG| INFO| - 1 refNodes 39320.111283|BEAMNG| INFO| - Vehicle Preparation done. 39320.111480|BEAMNG| INFO| - Vehicle numbering done. 39320.111537|BEAMNG| INFO| - post processing ... 39320.111566|BEAMNG| INFO| - processed 0 of wheels(s) 39320.111591|BEAMNG| INFO| - processed 0 of monoHubWheels(s) 39320.111615|BEAMNG| INFO| - processed 0 of hubWheelsTSV(s) 39320.111640|BEAMNG| INFO| - processed 0 of hubWheelsTSI(s) 39320.111664|BEAMNG| INFO| - processed 0 of hubWheels(s) 39320.111712|BEAMNG| INFO| - processed 0 of rotators(s) 39320.111865|BEAMNG| INFO| - scaled 0 entries 39320.111892|BEAMNG| INFO| - post processing done. 39320.111915|BEAMNG| INFO| - Optimizing ... 39320.111965|BEAMNG| INFO| - Optimization done. 39320.111991|BEAMNG| INFO| ** pushing vehicle to physics: main 39320.112030|BEAMNG| INFO| - added 8 nodes 39320.112075|BEAMNG| INFO| - added 24 beams 39320.112101|BEAMNG| INFO| - added 0 wheels, 0 of them are propulsed 39320.112127|BEAMNG| INFO| creating new flexbody in slot 0 ... 39320.112570|BEAMNG| INFO| - added 1 flexMeshes 39320.112724|BEAMNG| ERR | electrics: got nil for function steering 39320.112750|BEAMNG| ERR | electrics: got nil for function wheelspeed 39320.112789|BEAMNG| ERR | electrics: got nil for function rpm[/code] That then spams those last 3 lines forever. Here's my export options. [IMG]http://i.imgur.com/5AdDuqE.png[/IMG] [editline]14th August 2013[/editline] [QUOTE=Nadeox1;41841056]@Woovie post check your torque3d.log, the lines when it tried to load the vehicle (paste the log here if you can't figure out). The jbeam seems correct to me, is the dae named the same as the folder? (the game would crash, but just make sure). Also a missed capital in the object name make difference, make sure you haven't missed any.[/QUOTE] jbeam loads fine, it's just the DAE. No crash, but the DAE is named the same. I've used all lower case naming scheme. Tried to load the .dae as a mesh, nothing shows up ingame :(
[QUOTE=Woovie;41841376]This is all I got. ... Tried to load the .dae as a mesh, nothing shows up ingame :([/QUOTE] I know that when I started modding the vehicles the up axis had to be z up on export, not sure if it's related but it caused me some pretty big problems when I was first starting out. That's just a guess though, good luck.
Based on the old 1nsane map 10000ft cliff :) Sadly, if you had a cliff that big in BeamNG, the car instantly turns to mush and it's not as fun :D So here's a similar map, but still named the same. It has 4 levels of drop off, each 50 ingame units of height difference. Here's some screenshots. [t]http://cloud-2.steampowered.com/ugc/595886037256088476/FAB6B217129193271C642E7C1E8779697CA61F52/[/t] [t]http://cloud-2.steampowered.com/ugc/595886037256049346/D3B195CA6ABAD38667AD2D40AC72CC018E15104A/[/t] To install, extract to %LOCALAPPDATA%\BeamNG\BeamNG-DRIVE-0.3\levels [URL]http://www.mediafire.com/download/q990k3wrebfgzh2/tenthousand.rar[/URL]
[QUOTE=Woovie;41842633]Based on the old 1nsane map 10000ft cliff :) Sadly, if you had a cliff that big in BeamNG, the car instantly turns to mush and it's not as fun :D So here's a similar map, but still named the same. It has 4 levels of drop off, each 50 ingame units of height difference. Here's some screenshots. [t]http://cloud-2.steampowered.com/ugc/595886037256088476/FAB6B217129193271C642E7C1E8779697CA61F52/[/t] [t]http://cloud-2.steampowered.com/ugc/595886037256049346/D3B195CA6ABAD38667AD2D40AC72CC018E15104A/[/t] To install, extract to %LOCALAPPDATA%\BeamNG\BeamNG-DRIVE-0.3\levels [URL]http://www.mediafire.com/download/q990k3wrebfgzh2/tenthousand.rar[/URL][/QUOTE] Holy shit thank you, now if we could somehow get a recreation of fat alfie's fatal map.
I'm making good progress with the vehicle jbeam editor, I might have something for you all later today! Jbeam saving is now complete (I opted to save it as Json, because it's 500 thousand times easier, which, for the mean time, means that comments will be stripped upon saving - sorry!) All I need to do is whip up some kind of interface. That should, in theory, be easy, however it does hugely affect the usefulness of the tool if I get it wrong. I was planning to have it only show key options like engine torque, etc, however I decided that perhaps it would be best to either show ALL options (and provide text boxes for text attributes, number scrollers for number attributes, etc.) or allow you to pick from a tree-like list, so you don't end up with 1000 input fields. I think that would be best. Any alternative ideas on the interface or does that sound good?
Wrecking car. [IMG]http://puu.sh/42M80.jpg[/IMG] [IMG]http://puu.sh/42M99.jpg[/IMG] [IMG]http://puu.sh/42M1i.jpg[/IMG]
[QUOTE=Trumple;41847620]I'm making good progress with the vehicle jbeam editor, I might have something for you all later today! Jbeam saving is now complete (I opted to save it as Json, because it's 500 thousand times easier, which, for the mean time, means that comments will be stripped upon saving - sorry!) All I need to do is whip up some kind of interface. That should, in theory, be easy, however it does hugely affect the usefulness of the tool if I get it wrong. I was planning to have it only show key options like engine torque, etc, however I decided that perhaps it would be best to either show ALL options (and provide text boxes for text attributes, number scrollers for number attributes, etc.) or allow you to pick from a tree-like list, so you don't end up with 1000 input fields. I think that would be best. Any alternative ideas on the interface or does that sound good?[/QUOTE] Tree is the best format for something like this. Just add like 'add new child' and maybe a child type selection or something like that.
[QUOTE=Woovie;41851817]Tree is the best format for something like this. Just add like 'add new child' and maybe a child type selection or something like that.[/QUOTE] [IMG]https://dl.dropbox.com/u/10518681/Screenshots/2013-08-15_22-37-39.png[/IMG] Works well. Now I just need to make the values editable, which shouldn't take too long, then we're ready to go! [editline]15th August 2013[/editline] Also, actual node additions will come later, initially it will be editing existing nodes
[QUOTE=Trumple;41852260][IMG]https://dl.dropbox.com/u/10518681/Screenshots/2013-08-15_22-37-39.png[/IMG] Works well. Now I just need to make the values editable, which shouldn't take too long, then we're ready to go! [editline]15th August 2013[/editline] Also, actual node additions will come later, initially it will be editing existing nodes[/QUOTE] Great work sir!
Sorry, you need to Log In to post a reply to this thread.